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<blockquote data-quote="fireinthedust" data-source="post: 4959948" data-attributes="member: 51930"><p>there are some varient D&D battlefield rules, iirc:</p><p> </p><p>1) Cry Havok: nice cover, and the rules were simple. 3.x, tho, and I personally prefer 4e for its simplicity and the computer CB that generates Pcs without you having to do the math. Still, the basic premise of deciding how many HP an army of D&D monsters would have seems fairly straightforward.</p><p> </p><p> </p><p>2) Heroes of Battle: same deal, but WOTC-made. 3.5, I think, and so you will have to swap over to 4e if you're going to do it that way.</p><p> </p><p>So yeah, you want simple systems for RP and battle, for sure, because you're already going to be doing so much character generation. </p><p> </p><p> </p><p>As well, keep in mind that you're going to be doing either all of these things at once, or else having one night to do each section. You'll need a group that's long-term and interested in the campaign. </p><p> I'd suggest having the PCs be tag-alongs of the army, or a special unit, and that you prepare yourself to have long stretches of realtime where you're doing RP, and then a night of Warhammer army battles and a regular use of the map to decide what's going on at the national level. This makes sense because the army is going to lose soldiers, and you'll need to resupply and train them all.</p><p> RP takes longer just to do, so you're likely going to be able to go off on a tangent for periods of time. </p><p> </p><p>Scenarios...</p><p> </p><p>1) Rescue the survivors: the army starts off captured, and the PCs have to enter the enemy fortress and release them, and get them armed and armored so they don't get wiped out. The enemy army has left only a skeleton guard while they take to the field (looting the area) so the PCs have to get their force ready and take the fortress before the enemy returns and cuts them down.</p><p> Followup: hold the fort, or march on the enemy, or sneak away through a mountain pass.</p><p> </p><p>2) Hold the pass: like in the 300, the PCs must hold a pass from an enemy army while their forces make it there in time to back them up. Can the PCs hold off their foes long enough for messengers to arrive and get help? the PCs finally contact their main nation (Bandoria), and this gets them their first territory on the map.</p><p> Battlefield: depending on how well the PCs do, the armies arrive and fight in a corridor against a superior foe that's hindered by cramped space.</p><p> </p><p>3) Befriend a neutral party: the PCs must befriend a neutral 3rd party, and convince them to join up against the invading forces. This will significantly build the PCs nation, granting them two territories on the Map (Bandoria and Elfinia). Threat: the Invadors are likewise trying to convince Elfinia that it's a bad idea to help the PCs.</p><p> Skill challenge: set the pace for the adventure, and let the PCs screw themselves if they try to browbeat the Elfinians.</p><p> Dungeon: to get good will, the PCs agree to get the Elfinian Orbs from an ancient tomb haunted by ghosts. If they don't die, the Elfinians are on side. Obviously the invader's necromancers are going to try something, so add in an encounter fighting tiefling assasins and warlocks.</p><p> Battlefield: With or without the Elfinian units, the PCs can now have at the Invaders' armies.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 4959948, member: 51930"] there are some varient D&D battlefield rules, iirc: 1) Cry Havok: nice cover, and the rules were simple. 3.x, tho, and I personally prefer 4e for its simplicity and the computer CB that generates Pcs without you having to do the math. Still, the basic premise of deciding how many HP an army of D&D monsters would have seems fairly straightforward. 2) Heroes of Battle: same deal, but WOTC-made. 3.5, I think, and so you will have to swap over to 4e if you're going to do it that way. So yeah, you want simple systems for RP and battle, for sure, because you're already going to be doing so much character generation. As well, keep in mind that you're going to be doing either all of these things at once, or else having one night to do each section. You'll need a group that's long-term and interested in the campaign. I'd suggest having the PCs be tag-alongs of the army, or a special unit, and that you prepare yourself to have long stretches of realtime where you're doing RP, and then a night of Warhammer army battles and a regular use of the map to decide what's going on at the national level. This makes sense because the army is going to lose soldiers, and you'll need to resupply and train them all. RP takes longer just to do, so you're likely going to be able to go off on a tangent for periods of time. Scenarios... 1) Rescue the survivors: the army starts off captured, and the PCs have to enter the enemy fortress and release them, and get them armed and armored so they don't get wiped out. The enemy army has left only a skeleton guard while they take to the field (looting the area) so the PCs have to get their force ready and take the fortress before the enemy returns and cuts them down. Followup: hold the fort, or march on the enemy, or sneak away through a mountain pass. 2) Hold the pass: like in the 300, the PCs must hold a pass from an enemy army while their forces make it there in time to back them up. Can the PCs hold off their foes long enough for messengers to arrive and get help? the PCs finally contact their main nation (Bandoria), and this gets them their first territory on the map. Battlefield: depending on how well the PCs do, the armies arrive and fight in a corridor against a superior foe that's hindered by cramped space. 3) Befriend a neutral party: the PCs must befriend a neutral 3rd party, and convince them to join up against the invading forces. This will significantly build the PCs nation, granting them two territories on the Map (Bandoria and Elfinia). Threat: the Invadors are likewise trying to convince Elfinia that it's a bad idea to help the PCs. Skill challenge: set the pace for the adventure, and let the PCs screw themselves if they try to browbeat the Elfinians. Dungeon: to get good will, the PCs agree to get the Elfinian Orbs from an ancient tomb haunted by ghosts. If they don't die, the Elfinians are on side. Obviously the invader's necromancers are going to try something, so add in an encounter fighting tiefling assasins and warlocks. Battlefield: With or without the Elfinian units, the PCs can now have at the Invaders' armies. [/QUOTE]
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